Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Arulco Revisited » Arulco Revisited Mod
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Re: Arulco Revisited Mod[message #357575 is a reply to message #357572]
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Thu, 20 June 2019 11:45
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nod |
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Messages:5
Registered:June 2019 Location: Poland |
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@Kitty
I'm trying to make my posts in a way that won't make it look like I'm rushing you - and it's way harder than it seems! :] However - I am really not, honestly. Take as much time as you deem necessary. Release your work when YOU think it's ready for it.
On the other hand - for you to be satisfied with it, it doesn't need to be absolutely perfect. Nothing is, really. Don't be afraid releasing your work with some known minor issues. You may iron those out later, if you still have patience for it. ;)
That could also adhere to how you work on the mod in general. What I mean is - this is a big game. Mods overlaid on it make it even bigger. That means ALOT of work, and I'd imagine (and your earlier posts seem to confirm that) much of it is tedious. My advice is: when working on a feature, don't try to force your way through it, if it gets too tedious. Set yourself a milestone, reach it, then move on to something else until you feel like you can come back to it. Like, eg: "Those freaking map changes take way too long, I'd rather be doing something else rn. I'm gonna do 4 more sectors - I'll have 30 done. I'll move on to [X] and come back to map changes some time later". It's almost like your passion for a project is a resource you have to manage ;DD Also, when returning to a suspended feature after a time, you have greater knowledge on how your project unfolds as a whole, which may affect the way you do things when u return to it.
Now, you seem to have a great deal of work done already (woooo!), so this advice comes WAY late, but whatever ;D
If I've made it again look like I'm rushing - sorry! >.< Take your time. Have fun with it.
Cheers!
PS. As you can see I too have a strong proclivity towards rambling
EDIT: removed an emoji that somehow appeared totally out of place
[Updated on: Thu, 20 June 2019 11:47] Report message to a moderator
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Private
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Re: Arulco Revisited Mod[message #357731 is a reply to message #357696]
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Mon, 29 July 2019 16:33
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HellsWind |
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Messages:43
Registered:October 2018 Location: Netherlands |
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Hello.
I'm trying to figure out how to get AIMNAS (items) to work with Arulco Reloaded (maps).
Could anyone nudge me in the right direction please?
[Updated on: Mon, 29 July 2019 16:33] Report message to a moderator
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Corporal
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Re: Arulco Revisited Mod[message #358022 is a reply to message #358021]
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Tue, 10 September 2019 02:34
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Kitty |
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Messages:476
Registered:October 2017 Location: Germany |
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Successfully triggered
I currently try to update it. Most new features I got working, a few still need some more work. Since I started with zero knowledge, each and everytime I run into something, I first must try to learn it.
I try to do two versions. One "just" being a basic update and another with stuff added by me. Ever since Latzee mentioned that I should think about people that might not like what I've added, I ended up doing this two version-thing. I think he has a fair point.
This will take longer, but also, while learing things I wanted to add, I stumble across stuff that had to be fixed in basic-version, too.
For example: While trying to add a new basement, I found some wall-segments that didn't provide any cover. It took me a while to figure out why. In the jsd (structure definitions) for the sti (graphics) few wall segments for basement walls were wrong (90 degree angle). So I had to learn about jsd, fix this and then added it for both versions.
I'm also more then happy, that with the latest build, the map-editor problems I had, were solved. Item placement and new groups of civilians (like the smugglers) where a real pain to deal with before.
I don't dare to state any time anymore. Everytime I thought that soon I'll be finished I run into something while playtesting. All I can say is, that I'm working on it and ever since I overcome the frustrations of the time I started, I'm pretty convinced that I'll finish it also. It would be a shame to stop after all the progress made, it's rather finetuning now then anything else. But without this finetuning some things would be odd, so...
While waiting I highly recommend using AR with the new exe by sevenfm and/or in combination with SDO-mod. That's my favourite for AR.
How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN
I need more details. (Didi Hallervorden) Report message to a moderator
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Re: Arulco Revisited Mod[message #359262 is a reply to message #358849]
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Wed, 25 March 2020 17:07
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Kitty |
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Messages:476
Registered:October 2017 Location: Germany |
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Kitty wrote on Thu, 23 January 2020 07:13..., but February/March (2020) seems an realistic goal for putting up first public playtesting of the plain update version. ...
I'm fine, but I have to deal with lot's of unexpected stuff for me and my surroundings, due to guess-what. So March won't be a thing anymore. As long as circumstances allow me to do, I will continue with this, but stating a time is impossible at the moment.
But I'm allready searching for useable graphics of toilet-paper, so that hoarding them ingame will be possible, too.
Stay save
How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN
I need more details. (Didi Hallervorden) Report message to a moderator
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Re: Arulco Revisited Mod[message #359731 is a reply to message #359262]
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Thu, 23 April 2020 23:27
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Omega |
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Messages:63
Registered:January 2004 Location: Peterborough, England |
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Kitty wrote on Wed, 25 March 2020 17:07Kitty wrote on Thu, 23 January 2020 07:13..., but February/March (2020) seems an realistic goal for putting up first public playtesting of the plain update version. ...
I'm fine, but I have to deal with lot's of unexpected stuff for me and my surroundings, due to guess-what. So March won't be a thing anymore. As long as circumstances allow me to do, I will continue with this, but stating a time is impossible at the moment.
But I'm allready searching for useable graphics of toilet-paper, so that hoarding them ingame will be possible, too.
Stay save
Understanable! Thank you for your work so far
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Corporal
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Re: Arulco Revisited Mod[message #360079 is a reply to message #359731]
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Mon, 18 May 2020 07:02
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Kitty |
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Messages:476
Registered:October 2017 Location: Germany |
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AR itself was created by Beka and JAsmin, Strohmann updated it before, CVB made a patch to fix some things and I'm just trying to carry this on and do the next update.
And it's getting closer.
I'm trying to get familiar with some of the cloud-providers, GitHub and ftp-stuff, in order to decide what might be most usefull in the long run.
It will be split up into two steps. First there will be a plain update to at least 8796\2531 (Mai2020), I'm running testruns on this now.
Purpose is to provide a version with changes to AR only where nescesary for newer features (e.g. availability of disease-protection in early game). This gonna be a version where I allready am aware of some things I still need to finish\add\tinker on. Like further tuning the daily routine of civilians like factory workers: go to work, go to bath, go to bed, etc. I allready did this on some maps, but I will keep updating this along with updates to next 1.13-versions to come. This will only mean, they behave like normal, therefore not hindering to play anyhow. But if I wait to upload until every detail is finished, it will take too long for my liking. The default-ini-settings will have some of the most recent features enabled, to showcase them a little (like the Sector-Ambient_Sounds by sevenfm), but that's optional to use for the player as allways.
In a further step, I'll provide a version of AR, where I will change things. Added\changed maps, including basements, more tilesets, some changes to npc-scripts, former AIM and MERC as RPG on map, hopefully a new merc with new voicing, new factions, some other goodies, etc. I got permission and started to update the additional mercs by Flugente for this, that either will be included directly or will be optional for those who want to try them, not yet decided. Overall, in this version the land will be changed, Deidranna is ruling for more then twenty years after all. Any upload for this, will take a little more time, but I allready have done maps, scripting, RPG on map. I can't code, so probably no new quest (some stuff is hardcoded), but I plan to change existing ones and do what I can with npc-scripts and lua.
Some lingering idea is also to make a version with random-scaled-items, like in the SDO-version available for 7609-AR. But that's just an idea atm. Speaking of SDO and other item-mods, I'm not aware of a version of those for recent 1.13. Doing this now might would lead to loosing focus, so I don't plan for this atm, maybe next year Since step one needs to be uploaded first, it feels rather ridiculous even thinking about this.
If you scroll up the thread, you might start thinking: "So what? That's what you allready said a few times, when are we gonna see this step-whatsoever?"
Soon, that's probably the best I can say. Closer as you think, further then you hope. The ones pressuring the most are me, myself and I.
Thanks for the patience and the encouraging words.
[Updated on: Mon, 18 May 2020 07:05]
How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN
I need more details. (Didi Hallervorden) Report message to a moderator
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Re: Arulco Revisited Mod[message #361541 is a reply to message #361540]
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Mon, 12 October 2020 21:03
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Kitty |
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Messages:476
Registered:October 2017 Location: Germany |
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weidox wrote on Mon, 12 October 2020 19:59Waiting.. Belowed JA2.. Half year passed without news..
If you are looking for latest version of JA2 v1.13, try this https://jenkins.maeyanie.com/job/JA2%20SCI/
If you are waiting for news about AR-update, then it's shame on me
I don't dare to state any date of release for AR-update. But, I'm still working on it.
I know, I'm too slow. But there is progress and I won't give up.
Update has catched up to ~8819 (at the moment, newest is 8898).
My decission to split things up into "just an update" and "expanded version" is often backfiring on progress, but I still think that's the way.
So, I know it sucks, but all I can do is to appologies for getting everyones hopes high and then taking sooo long.
And the, probably, good news: It isn't dropped, it's worked on and planned to be released.
Sorry for the wait.
How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN
I need more details. (Didi Hallervorden) Report message to a moderator
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Re: Arulco Revisited Mod[message #362766 is a reply to message #361541]
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Sat, 27 March 2021 00:20
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Kitty |
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Messages:476
Registered:October 2017 Location: Germany |
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Just saying that I'm still working on update. And yes, I'm aware that I'm slow, sorry.
Currently saved maps to 8955, started playtesting with this version. Need to do cleanup of Tilesetfolders (incl. work with dat and xml dealing with tilesets). Still need to replace some placeholder text for PCs and Bookshelves. Shouldn't be that hard to achieve, I'm facing no more technical difficulties/questions. The remaining factor is time, but it's serious not much work left.
Anything else seems to be working, as far as my playtests revealed (Feature I haven't looked in at all is "Food", so that's missing so far).
Done:
- looked into all features that anyhow influence maps and updated and/or added xml and lua files nescessary
- take a glimpse at how many features Flugente alone has added since 7609 to get the idea (I'm glad he did those, but I may develop allergies against lua))
- changed maps and tilesets where needed to achieve post-7609 features to work
- fixed errors found in original
- learned how to do this from scratch and on the way
- learned that my time management could use serious improvement
Further planned:
- Started working on maps without items, hoping that this will achieve compability to LatZees recent SDO update.
- once Tileset-cleanup finished, make fortification plans for reasonable sectors (already changed K6 from Flugentes example in Profiles)
- made additional maps and additional sti for future expansion (won't be in normal update)
- some minor changes to npc-scripts for future expansion (won't be in normal update)
- look into Food-Feature (item placement, npc-dealers-inevntory, etc)
I started with the hilarious assumption to finish in weeks time - and here we are, about two years later. So, no. I won't state any release time. That failed far to often, sorry.
But, it's in progress and not dumped.
How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN
I need more details. (Didi Hallervorden) Report message to a moderator
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Re: Arulco Revisited Mod[message #365800 is a reply to message #364511]
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Sat, 07 October 2023 01:48
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B1TM4ST3R |
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Messages:11
Registered:September 2023 |
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Absolutely loving this mod! Best playthrough so far to date i would say, it has forced me to use guns i never would of normally used and there is an abundance of them to loot.. The Hezi SM1 for instance is something i would of always just scrolled past on Bobby Ray's website, but early game with an extender attatched and its suprisingly effective, i love the maps and the layout and am looking forward to checking the new towns out.. I would say this is even better than the base game its a masterpiece! Love the music as well!
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Re: Arulco Revisited Mod[message #366350 is a reply to message #366349]
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Mon, 30 December 2024 01:48
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Kitty |
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Messages:476
Registered:October 2017 Location: Germany |
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Gopan wrote on Sun, 29 December 2024 17:21 I am trying to re-install AR but i am finding out that some links are dead, such as Kermi's. There is a pdf with instructions, they recommend stable 4870 version, which i cannot find anywhere.
Any chance that someone can provide a detailed description on how to install AR, using the latest but working requirements, with working links as to where they can be found please.
Found posts by CBV, i think his user name is, he wanted to take over AR and improve it but his posts stopped years ago. Is anyone actively working on AR at present time ? Thanks in advance for any insight !
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In Latest version of 1.13 compatible with AR, I posted a few links to working AR-versions
Currently, that is for 7609 (by Strohmann) (except one experimetal one from polish forum, but that's labeled "volatile" by them and includes IoV and ITS)
I'm (still) working on updating AR to recent (latest) 1.13, so I hope to provide it some time soon.
[Updated on: Mon, 30 December 2024 01:52]
How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN
I need more details. (Didi Hallervorden) Report message to a moderator
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Re: Arulco Revisited Mod[message #366351 is a reply to message #366350]
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Mon, 30 December 2024 16:56
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Gopan |
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Messages:405
Registered:June 2016 Location: Norway |
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Thank you for responding Kitty, much appreciated !
I did manage to install it, clean JA2 1.12, AR,stable 7435 and 7609 update and the zpatch. By the way, the 2014 downloads at the Front Page contain broken links, good thing i keep an archive of my downloads. I suppose i have to start over with your SCI link. Also i would like to add IoV.
I did try the polish 8338 and it's good but for some reason it feels a bit "dry" to me. Maybe because it's not from the Pit, it feels a bit different. Anyway, i wonder how did i miss that page with the descriptions and links. Being looking for information since yesterday and didn't find much. Also, somehow, i did manage to translate the polish page to english, doesn't really matter, they have english download along with the polish one and probably in other languages.
At any rate friend, thank you very much once more, i do play other games but the one game i am always going back to it's JA2. So, i like playing some of the mods and learning little things, it's fun
[Updated on: Mon, 30 December 2024 17:05]
Nipson anomimata mi monan opsinReport message to a moderator
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Master Sergeant
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